bcdice 3.1.3 → 3.2.0

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Files changed (129) hide show
  1. checksums.yaml +4 -4
  2. data/CHANGELOG.md +33 -2
  3. data/i18n/StellarKnights/ja_jp.yml +496 -0
  4. data/lib/bcdice/common_command/add_dice.rb +1 -1
  5. data/lib/bcdice/common_command/calc.rb +1 -1
  6. data/lib/bcdice/dice_table.rb +2 -0
  7. data/lib/bcdice/dice_table/d66_half_grid_table.rb +33 -0
  8. data/lib/bcdice/dice_table/d66_one_third_table.rb +34 -0
  9. data/lib/bcdice/game_system.rb +3 -0
  10. data/lib/bcdice/game_system/AceKillerGene.rb +1 -1
  11. data/lib/bcdice/game_system/Ainecadette.rb +68 -0
  12. data/lib/bcdice/game_system/Airgetlamh.rb +1 -1
  13. data/lib/bcdice/game_system/Alsetto.rb +1 -1
  14. data/lib/bcdice/game_system/AlterRaise.rb +2 -2
  15. data/lib/bcdice/game_system/AngelGear.rb +1 -1
  16. data/lib/bcdice/game_system/AnimaAnimus.rb +1 -1
  17. data/lib/bcdice/game_system/Arianrhod.rb +6 -8
  18. data/lib/bcdice/game_system/Avandner.rb +1 -1
  19. data/lib/bcdice/game_system/BarnaKronika.rb +1 -1
  20. data/lib/bcdice/game_system/BattleTech.rb +1 -1
  21. data/lib/bcdice/game_system/BeginningIdol.rb +5 -5
  22. data/lib/bcdice/game_system/BeginningIdol_Korean.rb +5 -5
  23. data/lib/bcdice/game_system/BladeOfArcana.rb +1 -1
  24. data/lib/bcdice/game_system/BlindMythos.rb +1 -1
  25. data/lib/bcdice/game_system/BloodCrusade.rb +6 -7
  26. data/lib/bcdice/game_system/BloodMoon.rb +9 -8
  27. data/lib/bcdice/game_system/CardRanker.rb +8 -7
  28. data/lib/bcdice/game_system/ChaosFlare.rb +21 -15
  29. data/lib/bcdice/game_system/Chill.rb +10 -10
  30. data/lib/bcdice/game_system/Chill3.rb +9 -9
  31. data/lib/bcdice/game_system/CrashWorld.rb +1 -1
  32. data/lib/bcdice/game_system/Cthulhu.rb +1 -1
  33. data/lib/bcdice/game_system/Cthulhu7th.rb +48 -10
  34. data/lib/bcdice/game_system/Cthulhu7th_ChineseTraditional.rb +1 -1
  35. data/lib/bcdice/game_system/Cthulhu7th_Korean.rb +1 -1
  36. data/lib/bcdice/game_system/DarkBlaze.rb +0 -11
  37. data/lib/bcdice/game_system/DarkDaysDrive.rb +8 -7
  38. data/lib/bcdice/game_system/DeadlineHeroes.rb +2 -2
  39. data/lib/bcdice/game_system/DemonParasite.rb +5 -13
  40. data/lib/bcdice/game_system/DesperateRun.rb +1 -1
  41. data/lib/bcdice/game_system/DoubleCross.rb +1 -1
  42. data/lib/bcdice/game_system/Dracurouge.rb +1 -1
  43. data/lib/bcdice/game_system/EclipsePhase.rb +14 -14
  44. data/lib/bcdice/game_system/Elric.rb +18 -14
  45. data/lib/bcdice/game_system/Elysion.rb +1 -1
  46. data/lib/bcdice/game_system/EmbryoMachine.rb +9 -8
  47. data/lib/bcdice/game_system/Emoklore.rb +3 -3
  48. data/lib/bcdice/game_system/Fiasco.rb +1 -1
  49. data/lib/bcdice/game_system/FilledWith.rb +4 -0
  50. data/lib/bcdice/game_system/GURPS.rb +17 -28
  51. data/lib/bcdice/game_system/Garako.rb +1 -1
  52. data/lib/bcdice/game_system/GardenOrder.rb +1 -1
  53. data/lib/bcdice/game_system/GeishaGirlwithKatana.rb +1 -1
  54. data/lib/bcdice/game_system/GoblinSlayer.rb +1 -1
  55. data/lib/bcdice/game_system/Gorilla.rb +2 -8
  56. data/lib/bcdice/game_system/GranCrest.rb +18 -11
  57. data/lib/bcdice/game_system/Gundog.rb +9 -8
  58. data/lib/bcdice/game_system/GundogRevised.rb +10 -9
  59. data/lib/bcdice/game_system/GundogZero.rb +1 -1
  60. data/lib/bcdice/game_system/GurpsFW.rb +16 -16
  61. data/lib/bcdice/game_system/HarnMaster.rb +19 -26
  62. data/lib/bcdice/game_system/HatsuneMiku.rb +1 -1
  63. data/lib/bcdice/game_system/Hieizan.rb +12 -21
  64. data/lib/bcdice/game_system/HouraiGakuen.rb +1 -1
  65. data/lib/bcdice/game_system/HuntersMoon.rb +5 -10
  66. data/lib/bcdice/game_system/InfiniteFantasia.rb +19 -17
  67. data/lib/bcdice/game_system/Insane.rb +13 -20
  68. data/lib/bcdice/game_system/IthaWenUa.rb +8 -15
  69. data/lib/bcdice/game_system/JamesBond.rb +10 -10
  70. data/lib/bcdice/game_system/JekyllAndHyde.rb +1 -1
  71. data/lib/bcdice/game_system/Kamigakari.rb +1 -1
  72. data/lib/bcdice/game_system/KanColle.rb +4 -9
  73. data/lib/bcdice/game_system/KemonoNoMori.rb +1 -1
  74. data/lib/bcdice/game_system/KillDeathBusiness.rb +7 -15
  75. data/lib/bcdice/game_system/KurayamiCrying.rb +55 -2
  76. data/lib/bcdice/game_system/MeikyuDays.rb +10 -8
  77. data/lib/bcdice/game_system/MeikyuKingdom.rb +26 -26
  78. data/lib/bcdice/game_system/MeikyuKingdomBasic.rb +3 -3
  79. data/lib/bcdice/game_system/MetalHead.rb +12 -22
  80. data/lib/bcdice/game_system/MetalHeadExtream.rb +5 -5
  81. data/lib/bcdice/game_system/MonotoneMuseum.rb +8 -6
  82. data/lib/bcdice/game_system/Nechronica.rb +28 -21
  83. data/lib/bcdice/game_system/NinjaSlayer.rb +4 -4
  84. data/lib/bcdice/game_system/NjslyrBattle.rb +8 -11
  85. data/lib/bcdice/game_system/OneWayHeroics.rb +1 -1
  86. data/lib/bcdice/game_system/Paradiso.rb +1 -1
  87. data/lib/bcdice/game_system/ParasiteBlood.rb +1 -1
  88. data/lib/bcdice/game_system/Peekaboo.rb +4 -9
  89. data/lib/bcdice/game_system/Pendragon.rb +7 -7
  90. data/lib/bcdice/game_system/PhantasmAdventure.rb +8 -8
  91. data/lib/bcdice/game_system/Postman.rb +1 -1
  92. data/lib/bcdice/game_system/PulpCthulhu.rb +1 -1
  93. data/lib/bcdice/game_system/Raisondetre.rb +2 -2
  94. data/lib/bcdice/game_system/Revulture.rb +123 -0
  95. data/lib/bcdice/game_system/RuneQuest.rb +8 -8
  96. data/lib/bcdice/game_system/Ryutama.rb +1 -1
  97. data/lib/bcdice/game_system/Satasupe.rb +1 -1
  98. data/lib/bcdice/game_system/ScreamHighSchool.rb +2 -2
  99. data/lib/bcdice/game_system/SharedFantasia.rb +19 -23
  100. data/lib/bcdice/game_system/ShinobiGami.rb +14 -6
  101. data/lib/bcdice/game_system/Skynauts.rb +2 -2
  102. data/lib/bcdice/game_system/SkynautsBouken.rb +228 -0
  103. data/lib/bcdice/game_system/StellarKnights.rb +59 -696
  104. data/lib/bcdice/game_system/SterileLife.rb +1 -1
  105. data/lib/bcdice/game_system/StratoShout.rb +8 -16
  106. data/lib/bcdice/game_system/Strave.rb +1 -1
  107. data/lib/bcdice/game_system/SwordWorld.rb +16 -7
  108. data/lib/bcdice/game_system/SwordWorld2_0.rb +2 -2
  109. data/lib/bcdice/game_system/SwordWorld2_5.rb +2 -2
  110. data/lib/bcdice/game_system/TherapieSein.rb +1 -1
  111. data/lib/bcdice/game_system/TokyoGhostResearch.rb +1 -1
  112. data/lib/bcdice/game_system/TrinitySeven.rb +4 -4
  113. data/lib/bcdice/game_system/TunnelsAndTrolls.rb +1 -1
  114. data/lib/bcdice/game_system/Utakaze.rb +1 -1
  115. data/lib/bcdice/game_system/Villaciel.rb +1 -1
  116. data/lib/bcdice/game_system/WARPS.rb +11 -9
  117. data/lib/bcdice/game_system/WaresBlade.rb +4 -9
  118. data/lib/bcdice/game_system/Warhammer.rb +15 -6
  119. data/lib/bcdice/game_system/Warhammer4.rb +15 -11
  120. data/lib/bcdice/game_system/WitchQuest.rb +1 -1
  121. data/lib/bcdice/game_system/YankeeYogSothoth.rb +4 -9
  122. data/lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb +1 -1
  123. data/lib/bcdice/game_system/sword_world/rating_parsed.rb +4 -4
  124. data/lib/bcdice/game_system/sword_world/rating_parser.rb +1 -1
  125. data/lib/bcdice/game_system/sword_world/transcendent_test.rb +26 -8
  126. data/lib/bcdice/repl.rb +1 -1
  127. data/lib/bcdice/result.rb +26 -0
  128. data/lib/bcdice/version.rb +1 -1
  129. metadata +9 -4
@@ -26,7 +26,7 @@ module BCDice
26
26
   修正を後ろに書くことも出来ます。
27
27
  INFO_MESSAGE_TEXT
28
28
 
29
- register_prefix('(.DPT|.FT)\d*')
29
+ register_prefix('.DPT', '.FT')
30
30
 
31
31
  def eval_game_system_specific_command(command)
32
32
  string = command.upcase
@@ -55,18 +55,18 @@ module BCDice
55
55
  'FMB',
56
56
  'MFMB',
57
57
  'HIT',
58
- 'FEAR((\+)?\d*)',
59
- 'REACT((\+|\-)?\d*)',
60
- 'TRAP(E|N|H|L)',
61
- 'TRS((E|N|H|L)\d+)((\+|\-)?\d*)',
62
- 'RAND(E|N|H|L)[1-6]?',
63
- 'RENC(E|N|H|L)[1-6]?',
58
+ 'FEAR',
59
+ 'REACT',
60
+ 'TRAP[ENHL]',
61
+ 'TRS[ENHL]',
62
+ 'RAND[ENHL]',
63
+ 'RENC[ENHL]',
64
64
  'AREA',
65
- 'DROP(N)?((\+)?\d)?',
65
+ 'DROPN?',
66
66
  'HST',
67
67
  'KHST',
68
68
  'RANDOP',
69
- 'LOT(N|P)'
69
+ 'LOT[NP]'
70
70
  )
71
71
 
72
72
  def initialize(command)
@@ -75,14 +75,14 @@ module BCDice
75
75
  @d66_sort_type = D66SortType::NO_SORT
76
76
  end
77
77
 
78
- def check_nD6(total, dice_total, dice_list, cmp_op, target)
79
- return '' if target == '?'
80
- return "" unless dice_list.size == 3 && cmp_op == :<=
78
+ def result_nd6(total, dice_total, dice_list, cmp_op, target)
79
+ return Result.nothing if target == '?'
80
+ return nil unless dice_list.size == 3 && cmp_op == :<=
81
81
 
82
82
  success = target - total # 成功度
83
- crt_string = "クリティカル(成功度:#{success})"
84
- fmb_string = "ファンブル(失敗度:#{success})"
85
- fail_string = "自動失敗(失敗度:#{success})"
83
+ crt_string = Result.critical("クリティカル(成功度:#{success})")
84
+ fmb_string = Result.fumble("ファンブル(失敗度:#{success})")
85
+ fail_string = Result.failure("自動失敗(失敗度:#{success})")
86
86
 
87
87
  # クリティカル
88
88
  if (dice_total <= 6) && (target >= 16)
@@ -105,9 +105,9 @@ module BCDice
105
105
  end
106
106
 
107
107
  if total <= target
108
- return "成功(成功度:#{success})"
108
+ return Result.success("成功(成功度:#{success})")
109
109
  else
110
- return "失敗(失敗度:#{success})"
110
+ return Result.failure("失敗(失敗度:#{success})")
111
111
  end
112
112
  end
113
113
 
@@ -21,32 +21,25 @@ module BCDice
21
21
  ・人型用 中段命中部位表 (SLH)/上段命中部位 (SLHU)/上段命中部位 (SLHD)
22
22
  MESSAGETEXT
23
23
 
24
- register_prefix('SHK\d+', 'SLH', 'SLHU', 'SLHD')
25
-
26
- def check_1D100(total, _dice_total, cmp_op, target)
27
- return '' if target == '?'
28
- return '' unless cmp_op == :<=
29
-
30
- result = getCheckResult(total, target)
31
- return " #{result}"
32
- end
33
-
34
- def getCheckResult(total, diff)
35
- return getFailResult(total) if total > diff
36
-
37
- return getSuccessResult(total)
38
- end
39
-
40
- def getFailResult(total)
41
- return "致命的失敗" if (total % 5) == 0
42
-
43
- return "失敗"
44
- end
45
-
46
- def getSuccessResult(total)
47
- return "決定的成功" if (total % 5) == 0
48
-
49
- return "成功"
24
+ register_prefix('SHK', 'SLH', 'SLHU', 'SLHD')
25
+
26
+ def result_1d100(total, _dice_total, cmp_op, target)
27
+ return Result.nothing if target == '?'
28
+ return nil unless cmp_op == :<=
29
+
30
+ if total <= target
31
+ if total % 5 == 0
32
+ Result.critical("決定的成功")
33
+ else
34
+ Result.success("成功")
35
+ end
36
+ else
37
+ if total % 5 == 0
38
+ Result.fumble("致命的失敗")
39
+ else
40
+ Result.failure("失敗")
41
+ end
42
+ end
50
43
  end
51
44
 
52
45
  def eval_game_system_specific_command(command)
@@ -699,7 +699,7 @@ module BCDice
699
699
  ),
700
700
  }.freeze
701
701
 
702
- register_prefix('R([A-DS]|\d+)', TABLES.keys)
702
+ register_prefix('R[A-DS]?', TABLES.keys)
703
703
  end
704
704
  end
705
705
  end
@@ -16,31 +16,22 @@ module BCDice
16
16
  HELP_MESSAGE = "大成功、自動成功、失敗、自動失敗、大失敗の自動判定を行います。\n"
17
17
 
18
18
  # ゲーム別成功度判定(1d100)
19
- def check_1D100(total, _dice_total, _cmp_op, target)
20
- return '' if target == '?'
19
+ def result_1d100(total, _dice_total, cmp_op, target)
20
+ return Result.nothing if target == '?'
21
+ return nil unless cmp_op == :<=
21
22
 
22
- if total <= 1
23
- # 1は自動成功
24
- if total <= (target / 5)
25
- " > 大成功"
26
- else
27
- " > 自動成功"
28
- end
29
- elsif total >= 100
30
- # 00は大失敗(大失敗は自動失敗でもある)
31
- " > 大失敗"
23
+ if total >= 100
24
+ Result.fumble("大失敗")
32
25
  elsif total >= 96
33
- # 96-00は自動失敗
34
- " 自動失敗"
26
+ Result.failure("自動失敗")
27
+ elsif total <= (target / 5)
28
+ Result.critical("大成功")
29
+ elsif total <= 1
30
+ Result.success("自動成功")
35
31
  elsif total <= target
36
- if total <= (target / 5)
37
- # 目標値の1/5以下は大成功
38
- " > 大成功"
39
- else
40
- " > 成功"
41
- end
32
+ Result.success("成功")
42
33
  else
43
- "失敗"
34
+ Result.failure("失敗")
44
35
  end
45
36
  end
46
37
  end
@@ -31,7 +31,7 @@ module BCDice
31
31
  例)Hourai : 仁義八徳は、【義】(奇数、奇数、偶数)
32
32
  INFO_MESSAGE_TEXT
33
33
 
34
- register_prefix('ROL', 'MED\(\d+,\d+\)', 'RES\(\d+,\d+\)', 'INY', 'HTK', 'GOG')
34
+ register_prefix('ROL', 'MED', 'RES', 'INY', 'HTK', 'GOG')
35
35
 
36
36
  # ゲームの名前
37
37
  # チャット欄表示名
@@ -47,18 +47,13 @@ module BCDice
47
47
  end
48
48
 
49
49
  # ゲーム別成功度判定(2D6)
50
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
51
- return '' if target == '?'
52
- return '' unless cmp_op == :>=
50
+ def result_2d6(_total, dice_total, _dice_list, cmp_op, _target)
51
+ return nil unless cmp_op == :>=
53
52
 
54
53
  if dice_total <= 2
55
- "ファンブル(モノビースト追加行動+1)"
54
+ Result.fumble("ファンブル(モノビースト追加行動+1)")
56
55
  elsif dice_total >= 12
57
- "スペシャル(変調1つ回復orダメージ+1D6)"
58
- elsif total >= target
59
- " > 成功"
60
- else
61
- " > 失敗"
56
+ Result.critical("スペシャル(変調1つ回復orダメージ+1D6)")
62
57
  end
63
58
  end
64
59
 
@@ -403,7 +398,7 @@ module BCDice
403
398
  ),
404
399
  }.freeze
405
400
 
406
- register_prefix(RTT.prefixes, 'SA2?T\d*', TABLES.keys)
401
+ register_prefix(RTT.prefixes, 'SA', TABLES.keys)
407
402
  end
408
403
  end
409
404
  end
@@ -13,38 +13,40 @@ module BCDice
13
13
  SORT_KEY = 'むけんのふあんたしあ'
14
14
 
15
15
  # ダイスボットの使い方
16
- HELP_MESSAGE = "失敗、成功レベルの自動判定を行います。\n"
16
+ HELP_MESSAGE = "失敗、成功レベルの自動判定を行います。"
17
17
 
18
18
  # ゲーム別成功度判定(1d20)
19
- def check_1D20(total, _dice_total, cmp_op, target)
20
- return '' if target == '?'
19
+ def result_1d20(total, _dice_total, cmp_op, target)
20
+ return Result.nothing if target == '?'
21
+ return nil unless cmp_op == :<=
21
22
 
22
- if cmp_op != :<=
23
- return ''
24
- elsif total > target
25
- return " > 失敗"
23
+ if total > target
24
+ return Result.failure("失敗")
26
25
  end
27
26
 
28
27
  output =
29
28
  if total <= (target / 32)
30
- "32レベル成功(32Lv+)"
29
+ "32レベル成功(32Lv+)"
31
30
  elsif total <= (target / 16)
32
- "16レベル成功(16LV+)"
31
+ "16レベル成功(16Lv+)"
33
32
  elsif total <= (target / 8)
34
- "8レベル成功"
33
+ "8レベル成功"
35
34
  elsif total <= (target / 4)
36
- "4レベル成功"
35
+ "4レベル成功"
37
36
  elsif total <= (target / 2)
38
- "2レベル成功"
37
+ "2レベル成功"
39
38
  else
40
- "1レベル成功"
39
+ "1レベル成功"
41
40
  end
42
41
 
43
- if total <= 1
44
- output += "/クリティカル"
42
+ Result.new.tap do |r|
43
+ r.text = output
44
+ r.success = true
45
+ if total <= 1
46
+ r.critical = true
47
+ r.text += "/クリティカル"
48
+ end
45
49
  end
46
-
47
- output
48
50
  end
49
51
  end
50
52
  end
@@ -46,27 +46,20 @@ module BCDice
46
46
  end
47
47
 
48
48
  # ゲーム別成功度判定(2D6)
49
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
50
- return '' unless cmp_op == :>=
51
-
52
- result =
53
- if dice_total <= 2
54
- translate("Insane.fumble")
55
- elsif dice_total >= 12
56
- translate("Insane.special")
57
- elsif target == "?"
58
- ""
59
- elsif total >= target
60
- translate("success")
61
- else
62
- translate("failure")
63
- end
64
-
65
- if result.empty?
66
- return ""
49
+ def result_2d6(total, dice_total, _dice_list, cmp_op, target)
50
+ return nil unless cmp_op == :>=
51
+
52
+ if dice_total <= 2
53
+ Result.fumble(translate("Insane.fumble"))
54
+ elsif dice_total >= 12
55
+ Result.critical(translate("Insane.special"))
56
+ elsif target == "?"
57
+ Result.nothing
58
+ elsif total >= target
59
+ Result.success(translate("success"))
60
+ else
61
+ Result.failure(translate("failure"))
67
62
  end
68
-
69
- return " > #{result}"
70
63
  end
71
64
 
72
65
  def eval_game_system_specific_command(command)
@@ -15,22 +15,15 @@ module BCDice
15
15
  # ダイスボットの使い方
16
16
  HELP_MESSAGE = "1D100<=m 方式の判定で成否、クリティカル(01)・ファンブル(00)を自動判定します。\n"
17
17
 
18
- def check_1D100(total, _dice_total, cmp_op, target)
19
- return '' if target == '?'
20
- return '' unless cmp_op == :<=
18
+ def result_1d100(total, _dice_total, cmp_op, target)
19
+ return nil unless cmp_op == :<=
21
20
 
22
- diceValue = total % 100
23
- dice0 = diceValue / 10 # 10の位を代入
24
- dice1 = diceValue % 10 # 1の位を代入
25
-
26
- if (dice0 == 0) && (dice1 == 1)
27
- ' > 01 > クリティカル'
28
- elsif (dice0 == 0) && (dice1 == 0)
29
- ' > 00 > ファンブル'
30
- elsif total <= target
31
- ' > 成功'
32
- else
33
- ' > 失敗'
21
+ if total % 100 == 1
22
+ Result.critical("01 クリティカル")
23
+ elsif total % 100 == 0
24
+ Result.fumble("00 > ファンブル")
25
+ elsif target == "?"
26
+ Result.nothing
34
27
  end
35
28
  end
36
29
  end
@@ -16,28 +16,28 @@ module BCDice
16
16
  HELP_MESSAGE = <<~INFO_MESSAGE_TEXT
17
17
  ・1D100の目標値判定で、効果レーティングを1~4で自動判定。
18
18
   例)1D100<=50
19
-    JamesBond : (1D100<=50) 20 効果3(良)
19
+    JamesBond : (1D100<=50) 20 効果3(良)
20
20
  INFO_MESSAGE_TEXT
21
21
 
22
- def check_1D100(total, _dice_total, cmp_op, target) # ゲーム別成功度判定(1d100)
23
- return '' if target == '?'
24
- return '' unless cmp_op == :<=
22
+ def result_1d100(total, _dice_total, cmp_op, target) # ゲーム別成功度判定(1d100)
23
+ return Result.nothing if target == '?'
24
+ return nil unless cmp_op == :<=
25
25
 
26
26
  base = ((target + 9) / 10).floor
27
27
 
28
28
  if total >= 100
29
29
  # 100は常に失敗
30
- "失敗"
30
+ Result.failure("失敗")
31
31
  elsif total <= base
32
- "効果1(完璧)"
32
+ Result.success("効果1(完璧)")
33
33
  elsif total <= base * 2
34
- "効果2(かなり良い)"
34
+ Result.success("効果2(かなり良い)")
35
35
  elsif total <= base * 5
36
- "効果3(良)"
36
+ Result.success("効果3(良)")
37
37
  elsif total <= target
38
- "効果4(まあまあ)"
38
+ Result.success("効果4(まあまあ)")
39
39
  else
40
- "失敗"
40
+ Result.failure("失敗")
41
41
  end
42
42
  end
43
43
  end
@@ -36,7 +36,7 @@ module BCDice
36
36
  )
37
37
  }.freeze
38
38
 
39
- register_prefix('RC\d+', 'DDC', TABLES.keys)
39
+ register_prefix('RC', 'DDC', TABLES.keys)
40
40
  end
41
41
  end
42
42
  end
@@ -193,7 +193,7 @@ module BCDice
193
193
 
194
194
  TABLES = translate_tables(:ja_jp)
195
195
 
196
- register_prefix('MT(\d*)', TABLES.keys)
196
+ register_prefix('MT', TABLES.keys)
197
197
  end
198
198
  end
199
199
  end
@@ -53,18 +53,13 @@ module BCDice
53
53
  @d66_sort_type = D66SortType::ASC
54
54
  end
55
55
 
56
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
57
- return '' if target == '?'
58
- return '' unless cmp_op == :>=
56
+ def result_2d6(_total, dice_total, _dice_list, cmp_op, _target)
57
+ return nil unless cmp_op == :>=
59
58
 
60
59
  if dice_total <= 2
61
- "ファンブル(判定失敗。アクシデント表を自分のPCに適用)"
60
+ Result.fumble("ファンブル(判定失敗。アクシデント表を自分のPCに適用)")
62
61
  elsif dice_total >= 12
63
- "スペシャル(判定成功。【行動力】が1D6点回復)"
64
- elsif total >= target
65
- " > 成功"
66
- else
67
- " > 失敗"
62
+ Result.critical("スペシャル(判定成功。【行動力】が1D6点回復)")
68
63
  end
69
64
  end
70
65
 
@@ -252,7 +252,7 @@ module BCDice
252
252
  ),
253
253
  }.freeze
254
254
 
255
- register_prefix('K[AC]\d[-+\d]*', 'CTR', TABLES.keys)
255
+ register_prefix('K[AC]', 'CTR', TABLES.keys)
256
256
  end
257
257
  end
258
258
  end
@@ -49,22 +49,14 @@ module BCDice
49
49
  end
50
50
 
51
51
  # ゲーム別成功度判定(2D6)
52
- def check_2D6(total, dice_total, _dice_list, cmp_op, target)
53
- return '' if target == '?'
54
- return '' unless cmp_op == :>=
55
-
56
- result =
57
- if dice_total <= 2
58
- translate("KillDeathBusiness.fumble")
59
- elsif dice_total >= 12
60
- translate("KillDeathBusiness.special")
61
- elsif total >= target
62
- translate("success")
63
- else
64
- translate("failure")
65
- end
52
+ def result_2d6(_total, dice_total, _dice_list, cmp_op, _target)
53
+ return nil unless cmp_op == :>=
66
54
 
67
- return " #{result}"
55
+ if dice_total <= 2
56
+ Result.fumble(translate("KillDeathBusiness.fumble"))
57
+ elsif dice_total >= 12
58
+ Result.critical(translate("KillDeathBusiness.special"))
59
+ end
68
60
  end
69
61
 
70
62
  def eval_game_system_specific_command(command)